Terminologies of Educational Technology

EDUCATIONAL TECHNOLOGY

Educational technology is the use of technology to improve education. It is a systematic, iterative process for designing instruction or training used to improve performance. Educational technology is sometimes also known as instructional technology or learning technology. This Terminologies of Educational Technology is not a new concept but has become popular recently.

Edtech’s [educational technology’s] definition has evolved over the years as a variation of ways of dealing with learning processes, a conceptual framework, theory and practice, and the latest study and ethical practices of dealing with technological processes and resources. This is according to Wikipedia description.

Use of technology is principled: Technology means the systematic application of scientific knowledge to practical tasks. Therefore, educational technology is based on theoretical knowledge drawn from different disciplines (communication, education, psychology, sociology, philosophy, artificial intelligence, computer science, etc.) plus experiential knowledge drawn from educational practice. To understand more about this term please click here or learn through our knowledge reach Akanne Academy.

INSTRUCTIONAL MATERIAL

Instructional Material is any collection of materials both human and non-human resources that a teacher may use in teaching and learning situations to help achieve desired learning objectives. Educators use different materials to teach their students both in the classroom and online. The use of these materials helps teachers to drive home their point with ease.

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In the fast changing world, students tends to have more information than the teacher because of different technology tools they have access to. These tools can be destructive if it is not use well. Therefore, teachers should create their own tools for maximum impact.

Augmented Reality (AR): This is a digital overlay onto reality. So when viewing “reality” through the camera or mobile screen, digital tools augment or add to what you see. Pokémon GO is an excellent example, where players see the real world, but also see Pokémon characters in that world, ready to be collected. In an educational context this technique is most often used, currently, in AR sensitive textbooks, where for instance a technical drawing may be in 2D to the naked eye, when viewed through an app enabled mobile phone camera, the drawing comes to life in 3D.

Best Online Definition – WikiPedia“Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are ‘augmented’ by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.”

Virtual Reality (VR): Where AR is an overlay of digital graphic and other sensory layers, Virtual Reality is the full immersion into an interactive digital world, that stimulates 100% of the visual and auditory senses. The best educational example of this, I think, Google Cardboard where students simply download a VR educational app, slip their smartphones into a set of cardboard goggles, and are taken on a fully immersive journey to places such as Mars, the Great Wall of China and the Louvre.

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Best Online Definition – The Virtual Reality Society“A three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions.”

Mixed Reality (MR). This, I admit, was a new one for me. Sometimes referred to as Hybrid Reality, the term refers in essence to the next iteration of Augmented Reality. However the digital artifacts interact and engage with the “real” world far more seamlessly. Take the example of the 3D rendering in my description of AR above: with Mixed Reality not only would that rendering be entirely 3D, but would also be navigable and manipulable by the viewer, who could conceivably place the rendering within an actual, physical environment to see how it would respond to what is actually there. As this is relatively new concept the educational applications are few and far between, keep an eye on the NEO Blog for more news on MR in the future.

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To Be Updated

BLENDED LEARNING

ONLINE TEACHING

EDUCATIONAL WEBSITE

INFOGRAPHICS

E-LEARNING

TECHNOLOGY OF EDUCATION

TECHNOLOGY IN EDUCATION

GAMIFICATION